May 1st, 2021, 04:20
(This post was last modified: May 1st, 2021, 04:21 by Mqz.)
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Just a follow up, nothing new here.
21) (again)
Entangle spell working vs nonCorporeal
That wasn't intentional, right?
25) (again)
Root of Genesis
Well.. the text clearly says it gives 2 trees+bonus each turn, but it clearly give less than that each turn.. Dunno..
37) (again)
Holy weapon spell
"giving +1 to-hit bonus in combat" should maybe be "+10% to-hit bonus" instead?
"Blesses the unit's weapons" I don't really feel like that it "specifically say they only apply to what is basically a physical attack" with that wording..
But once you know it, I guess it's fair that "weapons" is only non-magic..
When thinking about a great dragons "weapons" i'm kinda just thinking melee and breath attack =)
May 1st, 2021, 09:23
(This post was last modified: May 1st, 2021, 14:49 by Mqz.)
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38)
Typo in endurance spell "speed by one, their hit points by 4". Maybe there should be an "and" in there or something.
https://www.dropbox.com/s/ps20s07jv80no2...e.png?dl=0
39)
Enemy neutral Phoenix units in nodes makes healing sound at the beginning of each round, even when there is nothing to heal. Isn't that a bit annoying?
https://www.dropbox.com/s/n3pi6774f3lsvz...d.mp4?dl=0
40)
Phoenix can cast raise dead at the beginning of the fight, trying to do this on the ground will crash the game. Video end at crash.
https://www.dropbox.com/s/nz6g91wpfn4a1r...d.mp4?dl=0
Savegame, just click next turn and select the Phoenix unit and cast spell
https://www.dropbox.com/s/26qc32zu7juamr...d.sav?dl=0
41)
Draconian settlers name is clipping into the [spell] buttom in battles
https://www.dropbox.com/s/l6t91kxdv68cy4...e.png?dl=0
42)
Can't pump disjunction spell (spend extra mana on spell)
https://www.dropbox.com/s/5fgrve99e0r8ld...l.mp4?dl=0
I tried loading 6 of my other savegames and in none of them could I boost disjunction. Then my game crashes because I acidentally load my "Always crash because fortress too close to poles"-game. When I start the game up again I can boost disjunction again. Havn't managed to replicate. And all my savegames was affeceted so don't think a savegame helps much here.
It startede in the savegame from number 40. I was testing all life spell and the enemy was casting eternal night, evil omen, zombie mastery, power link and detect magic. I had been dispelling the other wizards global enchantments on and off for some time, before I noticed that I couldn't boost disjunction.
Also a completly different point, but now where we are talking about disjunction anyway.
During the actual casting of disjunction, where I have to choose what spell I want to dispel, I can't right click on the other wizards spells to see what they do.
So I cast disjunction wait till it is completed, and then hope I can still remember what I wanted to dispel. And if the wizards have just casted something new and terrible in their turn, I can't check what their new spell do. Sure, there ain't that many and I will soon know all the spell names by heart. But still.. Quality of life.
43)
Looks like everything about the Phoenix unit is broken
My doom drakes are all very wounded, from left to right they are missing 12, 10, 6, 11 and 8 hit points each. Total of 47 hit points missing. Everything gets healed at start of next turn. Also there is full healing animation on all units, even if they are not wounded. Every. Single. Turn.
https://www.dropbox.com/s/2m4zyiabzotp8e...e.mp4?dl=0
44)
Typo Destiney spell
In the help text it was not obvious to me at first glance that health also got doubled. The "and" is misplaced.
"with doubled base melee, ranged attack strength and health"
https://www.dropbox.com/s/j8e5ud8ojr85i3...h.png?dl=0
45)
Overlapping text "tower" and "orihalcon" in the F1 mode. Was created by an "mine/new ore" event.
https://www.dropbox.com/s/o03aj8uxe8yaqn...t.png?dl=0
Savegame, tower right next to my only city.
https://www.dropbox.com/s/8enhrlrn0rxd37...n.sav?dl=0
May 1st, 2021, 17:27
(This post was last modified: May 1st, 2021, 17:34 by Mqz.)
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Hahahaaa.. What the actual hell..
My buffed "destiny" hammerhands just killed of 4 sky drakes and it still have two units left standing.. Wauv.. Just.. Wauv..
https://www.dropbox.com/s/odh7vgejh245vl...g.png?dl=0
My insane no-gear Torin only killed 2 sky drake..
46)
Spell Supreme Light, "gives defense equal to one third of their current resistance" (rounded down)
Doom drakes 9 shield 12 res -> 9 shield (not life creature) 0 extra, correct
Warlocks 11s 14r -> 14 shield (magic user) 3 extra, should have been 4
Warlocks (destiny) 10s 16r -> 13 shield (life creature) 3 extra, should have been 5
Hammerhands (destiny) 10s 20r -> 15 shield (life creature) 5 extra, should have been 6
Phoenix 8s 13r -> 10 shield (life creature) 2 extra, should have been 4
Torin 23s 22r -> 28 shield (life creature) 5 extra, should have been 7
Black prayer (Kali) and prayer (me) in effect.
Calculating with just the base resistance dosn't work either.
Torins praymaster gives +4 res (to all), holy bonus +1 res (to all), Lionheart +3 res +1res item
No black prayer, but prayer (me) in effect.
Doom drakes 10 shield 14 res -> 10 shield (not life creature) 0 extra, correct
Warlocks 12s 16r -> 15 shield (magic user) 3 extra, should have been 5 (with just base res it should have been 3)
Warlocks (destiny) 11s 18r -> 15 shield (life creature) 4 extra, should have been 6 (with just base res it should have been 4)
Hammerhands (destiny) 11s 22r -> 16 shield (life creature) 5 extra, should have been 7 (with just base res it should have been 4)
Phoenix 9s 15r -> 12 shield (life creature) 3 extra, should have been 5 (with just base res it should have been 3)
Torin 24s 24r -> 30 shield (life creature) 6 extra, should have been 8 (with just base res it should have been 4)
Unicorns 7s 12r -> 9 shield (life creature) 2 extra, should have been 4 (with just base res it should have been 2)
Doom drakes (destiny) 12s 16r -> 15 shield (life creature) 3 extra, should have been 5 (with just base res it should have been 3)
Looks like base resistance is a much better fit, only Hammerhands and Torin dosn't fit. But the hammerhands have Lionheart that gives +3 equaling the 1 extra missing shield. Torin have lionheart and +1 res item giving him his 6 extra shields if you count his base res and those two.
Looks like praymaster, prayer spell and holy bonus +1 dosn't count in the "current resistance". But lionheart and items does.
Savegame
https://www.dropbox.com/s/5d8frqtae3w3pp...t.sav?dl=0
Also praymaster and unicorn "resistance to all 2" counts as same skill, I did not know that..
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Spell Lock is bugged. I had a wizard throw dispelling wave multiple times on my main offensive stack, and it displayed the message "Spell Lock dispelled!" twice, but the lock was intact on my hero.
Posts: 10,463
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(April 30th, 2021, 21:58)MiyabiSFG Wrote: v1.00.00
AI has declared war without a message. Is this normal?
https://cdn.discordapp.com/attachments/8...000272.JPG
https://cdn.discordapp.com/attachments/8...000273.JPG
It can be reproduced from a save file.
save file
https://cdn.discordapp.com/attachments/8...TURN60.SAV
I changed the save file because it was wrong. Advance the turn after loading.
Bug. As far as I remember that was already fixed in 1.0.1
Quote:21) (again)
Entangle spell working vs nonCorporeal
Yes, bug, will be fixed in 1.0.2
25. Saw no bug in code. Amount stated is total for the two planes, not that many on each plane.
37. Yes, text will be fixed in 1.0.2
39. It's an AOE spell. It takes effect regardless of targets. It might be worth adding a target check for a future update to skip the effect.
40. Raise Dead was bugged in version 1.0.0, didn't show the target selection menu. It should automatically cancel when the menu finds zero units to target in the updated version.
42. Will have to investigate this later, as far as I remember there was some sort of bug related to spell sliders fixed recently.
43. Video doesn't actually show how much healing was done to the units. I'll check it tomorrow before sending version 1.0.2 in.
44. "And" isn't misplaced there, it's necessary in my opinion because" (ranged and melee)attack", the attack word applies to both ranged and melee, making them a separate list. It's basically two lists of two elements nested into each other, not one list of three elements. It actually needs "and" twice but that would sound even weirder so I skipped the second one.
Either way, I think this is too much of a corner case in grammar to have a good solution or at least I don't know or care to find one.
45. Tower and lair tiles shouldn't normally have ores, event needs this limit added. Will be in 1.0.3 most likely.
46. Aura effects are applied last because they affect units other than themselves so they are processed in a secondary loop. Not really a bug but it might be worth special casing that spell to apply the effect in a third loop.
Spell Lock : Bug. Wrong array index is used, "Spell ID Spell Lock" instead of "Enchantment Index of Spell Lock" affects both combat and overland. Will be fixed for 1.0.2.
Thanks for the reports!
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47) Volcano spell can create ores on tower and lair tiles too.
48) Charm of life dosn't give life to my units. Well, there is no visual indikation if it does. Not overland or in fights.
Tested on draconian swordmen, halberdiers, settlers, guardian spirit, angel and arch angel.
Tried recasting spell, reloading and creating new game.
https://www.dropbox.com/s/ppagb35w1auord...e.sav?dl=0
49) Consecration dosn't remove "all corruption", it only removes it on two tiles.
It does remove it on the city tile and the tile one down and one right where it keeps removing it and doomsday keeps filling it up again.
Tested without doomsday. Still dosnt work.
https://www.dropbox.com/s/8pho46iiq7pp2s...k.mp4?dl=0
https://www.dropbox.com/s/7crea7p1latflx...n.sav?dl=0
50)
I pressed "d" doing auto fight and it crashed. The hero Spyder the rogue was attacking with sword of Alucard Soul against war bears at the exact same time of crash. (vampiric -2, exorcist -3, life drain spell). No other buffs on unit, there was two angels and Zaldron in fight too. Tried the fight again against random monster spawns about 40 times. Could not replicate. Just end turn a few times to start fight.
https://www.dropbox.com/s/vm6x2htzerxrg2...h.png?dl=0
https://www.dropbox.com/s/k4zfxilxyp2yxl...h.sav?dl=0
51)
Monster invasion (hell hounds) with no spawned monsters. This is 5th or 6th time I have seen this event in all my games, and I have never seen any extra monsters.
(Tauron already had those hell hounds before the event, I checked). We are around year 1506 if that matters. Hmm.. There is a meteor storm in effect. But still..
https://www.dropbox.com/s/yos310nupck21g...s.mp4?dl=0
52)
Building queue says "Cannot produce buildings before their requirements are built!" when trying to build a unit that is requisite on a building that is not completed.
Should have been "Cannot produce unit(...)"
https://www.dropbox.com/s/9cz22w9lmzm63n...e.mp4?dl=0
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(May 2nd, 2021, 10:09)Seravy Wrote: 44. "And" isn't misplaced there, it's necessary in my opinion because" (ranged and melee)attack", the attack word applies to both ranged and melee, making them a separate list. It's basically two lists of two elements nested into each other, not one list of three elements. It actually needs "and" twice but that would sound even weirder so I skipped the second one.
Either way, I think this is too much of a corner case in grammar to have a good solution or at least I don't know or care to find one.
"This unit has been blessed by the heavens. It was transformed into a Supernatural Life creature permanently, with doubled base melee and ranged attack strength, doubled health, +4 defense, and +4 resistance.
This effect cannot be dispelled."
Maybe "doubled base health", if that's how it works.
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48. Already fixed in 1.0.1
49. Same
May 3rd, 2021, 05:15
(This post was last modified: May 3rd, 2021, 05:16 by Suppanut.)
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There is a problem that exist since CoM or even original, if game end up exit abnormally or pc reboot without exit the game (windows error/solid state problem/power grid down?), I would have lose all saved setting as well as all note that put on save name (entry 1-8). Not sure if this is possible to fix or not but if possible I think setting should save properly at moment exit from setting menu rather than at game exit..
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The game isn't supposed to do that.
Might be a GoG or Steam issue.
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